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Kyoto Kid (the character)

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kyoto kid

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« on: <11-02-15/1836:01> »
...I've been involved in a missions group for the last several months and looking to introduce a new character.

...well...

...actually a 5E version of one I had run back in the 1E - 3E days. As new characters for missions campaigns must enter play at starting level (the original had effectively reached Prime Runner status over all the years I played her) it was time to start from square one again.

Kyoto Kid "The Rootin' Tootin' Bushido Cowgirl".

Given name : Kelly Rourke

Race: human

Archetype, Gunslinger Adept

Origin: Portland TT

Current residence: Chicago Metroplex.

Age 19, Height:: 4'11" Hair: White,  Eyes: Crystal Blue, Complexion: *see below*

Priorities
  • A: Attributes (24)
  • B: Skills (36/5)
  • C: Magic (4 + 2 in one physical skill)
  • D: Resources (50,000)
  • E: Metatype (Human +2 Special Attribute Points)

Attributes
Body:Agility:6
Reaction:5 (7)  Strength:5
Willpower:Intuition:5
Logic:2 Charisma:2

Figured Statistics
Initiative: 9 (11) + 1d6(3d6)  VR ColdN/AVR HotN/A
Mental Limit:5Physical Limit:7Social Limit5
Physical Boxes:10Stun Boxes:11Overflow5
Magic: 5 (4)Edge:2Essence:5.24

Qualities/Karma Expenditures (Unspent: 3)
  • 4: Acrobatic Defender
  • -7: Catlike
  • -3: Agile Defender
  • -7: Natural Athlete
  • -5: Perceptive 1
  • -9: Resources +18,000
  • --7: Martial Arts (Caromeleg)
  • -4: Magical Threats 3 -> 4
  • -2: :Computer 1
  • -1: Contact, Loyalty 4
  • +8: Albinism II
  • +5 Allergy Uncommon Mild (Red Meat)
  • +5 Distinctive Style
  • +5: Prejudiced (Common - Biased: Elves)

Augmentations
Cyber
  • Smartlink (Alpha)
Bioware
  • Orthoskin 2
Genemods
  • Tetrachromatic Vision



Adept Powers - Power Points: 4
  • Combat Sense 3
  • Improved Reflexes 2

Skills
- Active Skills -
Blades 6 (Swords)Pool: 12 (14)Mods: none Total Pool 12 (14)
Etiquette 2 (Street)Pool: 4 (6)Mods: None (+2)Total Pool 4 (6)
Longarms 6 (Sniper Rifles)Pool: 12 (14)Mods: Smartlink +2Total Pool 14 (16)
Perception 6 (Visual)Pool: 11 (13)Mods: Quality +1 Tetrachromatic Vision +3 (visual)Total Pool 12 (17)
Pistols 6 (Revolvers)Pool: 12 (14)Mods: Smartlink  (+2)Total Pool 14 (16)
Sneak 6 (Urban)Pool: 12 (14)Mods: Quality (+2)Total Pool 14 (16)
Computer 1Pool: 3Mods: none Total Pool 3

Skill Group: Athletics 5
Gymnastics 5 Pool: 11Mods: Quality (+2)Total Pool 13
Running5 Pool: 10Mods: Quality (+2)Total Pool 12
Swimming 5 Pool: 10Mods: noneTotal Pool 10

- Knowledge Skills -
  • Area Knowledge: Chicago 3
  • English (N)
  • Japanese 3
  • Sperethiel 1
  • Gangs (Chicago)  2 (+2)
  • Magical Threats 4
  • Wild West Lore  1

Identity
  • Fake SIN 4: Yumi Yuki
    • Adept Licence 4
    • Paranormal Hunter Licence 4
    • Long Blades Licence 4
    • Restricted Bioware Licence  4
    • Restricted Cyberware Licence 4
    • Firearms Licence 4
  • Low Lifestyle - Comfort: 3, Area: 3, Entertainment: 3

Contacts
  • Hoshi - Talismonger/Sensei Connection 3, Loyalty 4

Weapons
  • Katana w/Personaised Grip
  • Wakizashi w/Personalised Grip
  • Ruger Super Warhawk w/Personaised Grip, Internal Smartlink
  • Remington 950 w/Personaised Grip, Internal Smartlink
  • Krime Boss w/Personaised Grip, Internal Smartlink

Armor
  • Armor Jacket (Armour 12)
    • Fire resistance 6
    • Insulation 6
  • Custom Ballistic Mask (+2)
    • Vision Mag
    • Image Link
    • Gas Mask
  • Suretech PPP Arms Kit (+1)
  • Suretech PPP Legs Kit (+1)

Total Armour 16 (18 W/Orthoskin)

Electronics
  • Transys Avalon with Receiver Dongle
  • Micro Transceiver
  • Earbuds 1
  • Subvocal Mic

Miscellaneous Gear
  • Contacts (1)
    • Flare Comp
    • Vision Enhancement 2
  • Gecko Tape Gloves
  • Low Light Flashlight

Drugs & BTLs
  • Cram, 6 doses

Many thanks to Falar for showing me how to set up the format.
« Last Edit: <04-05-16/1633:11> by kyoto kid »
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Hobbes

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« Reply #1 on: <11-02-15/1911:34> »
Mystic Armor is way overpriced, I'd swap that for anything else.  Critical Strike Blades?  'nother level of Agility boost?

I'd also drop either Willpower *or* Body to 3 and pump Int/Str to 5.

Laser Sight on the Warhawk.  Balistic Mask with 'Trodes. 

kyoto kid

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« Reply #2 on: <11-02-15/2058:53> »
...interesting points.

For someone who frequently goes into HTH combat and firefights, I see Body as being very important. Not only does it affect one's physical condition track, but overflow, "soak roll" (which for her is a base of 24), and determining just how much armour she can pile on before she takes negative modifiers on all her combat skill pools. 

Mystic armour is costly I'll admit, but one can never have too much armour in my book, especially when the oppos are using high powered assault or sniper rifles. It can mean the difference between taking stun, physical damage, or even being down for the count in one shot as the power of the attack (not just the base DV of the weapon) needs to exceed the modified (by weapon AP) armour to score physical damage. In many of the Missions I've been involved in (with a different character), having a net of 14 - 15 armour seems to be the "breakpoint." between taking stun or physical damage. Stun heals a lot faster than physical, especially when the group doesn't have a mage with a heal spell or someone with first aid (also keep in mind that being an Awakened character reduces the first aid/biotech pool by -2).

As she has no combat skills that rely on Strength (Unarmed or Archery), there is little point to raising that attribute to 5 as with the reduction in body, it does not increase her physical limit.  Willpower is important. for it affects her Composure test (necessary when facing down a manifested spirit with her weapon focus). It is also the only defence one has against combat Mana spells like Stunball or Manabolt as well l as being important to resist addiction (she does use combat drugs as well as a weapon focus).

I could see trading off one point of body for intuition for it increases her initiative and aids in perception tests, even though it drops the physical monitor by one box as well as the overflow damage by 1. This would allow her to trade off the Enhanced Perception power for the Critical Strike Power. without compromising her armour.

Yeah trodes would make sense as they are not expensive, the mask still has capacity (only have vision mag), and they don't increase the availability. This would allow her to use the wireless bonus for her visual aids (allowing the rating 2 Vision Enhancement in her contacts to also add to her sight perception pool). The other bonus, she still has enough starting resources to install a smartlink system in the mask as well as modify her Warhawk internally giving her a total accuracy of 9 and +1 die to her attack with her favourite six shooter.   Good suggestion there.
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ZeldaBravo

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« Reply #3 on: <11-02-15/2205:30> »
No Combat Sense? Why?
Always being able to roll a Perception test when ambushed seems super useful.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Danny Montanny

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« Reply #4 on: <11-02-15/2338:25> »
Acrobatic Defender is doing absolutely nothing for you. Replacing 5 dice from Will with 2 dice from Gymnastics, and throwing on a limit? Even Agile Defender would only net you 1 more die when you go Full Defense. Weather that one die would be worth the 3 Karma is up to you.

Wakshaani

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« Reply #5 on: <11-02-15/2358:22> »
Always glad to see ol' KK up and running!

Welcome back!

gradivus

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« Reply #6 on: <11-03-15/0011:03> »
I'd switch reaction and intuitiion...4(6) and 5 vs what you got now. Same initiative but increases your dice pool for intuition based skills (which you have0 while decreasing reaction based skill dice pool (of which you have none).

Uness there's been an errata I like the MarlinX71 over the Springfield 2002.

And ditto on one level of combat sense.
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Glyph

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« Reply #7 on: <11-03-15/0129:54> »
You might think about replacing Acrobatic Defender with Ambidexterity, which is always a useful quality for a character who might want a melee weapon in one hand, and a gun in the other.

kyoto kid

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« Reply #8 on: <11-03-15/0148:24> »
Acrobatic Defender is doing absolutely nothing for you. Replacing 5 dice from Will with 2 dice from Gymnastics, and throwing on a limit? Even Agile Defender would only net you 1 more die when you go Full Defense. Weather that one die would be worth the 3 Karma is up to you.
...I get it now, so you don't add your acrobatic pool, just the base skill rating.  Still new to SR5 (last played 3rd ed) and this is helping me figure out the nuances. That gives a few more Karma back and she'd still have a decent dice pool for full defence (and another reason to keep her Willpower at 5).

Thanks
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kyoto kid

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« Reply #9 on: <11-03-15/0200:58> »
No Combat Sense? Why?
Always being able to roll a Perception test when ambushed seems super useful.
....I considered it but ran out of points as Improved reflexes still eats up a lot of MA. I'd probably have to swap out one of the Improved Ability powers (most likely Pistols) to get at least one level.  So then, just having the power (at whatever rating, even 1) gives you the ability to roll the perception test?
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kyoto kid

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« Reply #10 on: <11-03-15/0207:11> »
Always glad to see ol' KK up and running!

Welcome back!
...thanks.  Yeah been out of the loop for a while until some friends convinced me to show up at one of the local Missions sessions a few months ago.  Got turned off by 4th ed so I quit playing.  Of what I've seen so far 5th is definitely a big improvement.
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kyoto kid

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« Reply #11 on: <11-03-15/0208:17> »
I'd switch reaction and intuitiion...4(6) and 5 vs what you got now. Same initiative but increases your dice pool for intuition based skills (which you have0 while decreasing reaction based skill dice pool (of which you have none).

Uness there's been an errata I like the MarlinX71 over the Springfield 2002.

And ditto on one level of combat sense.
...that would work were she not a starting character. As such at Chargen only one attribute can be at racial maximum and her Agility is already 6.

While the Marlin X71 has a better AP it's accuracy rating is only 5. The Springfeild has an accuracy of 9 and with custom grip that goes to 10. Load that baby up with APDS and AP is -6.
« Last Edit: <11-03-15/0209:57> by kyoto kid »
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kyoto kid

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« Reply #12 on: <11-03-15/0231:03> »
You might think about replacing Acrobatic Defender with Ambidexterity, which is always a useful quality for a character who might want a melee weapon in one hand, and a gun in the other.
...Katanas are usually wielded 2 handed (at least that's what I understand), so she wouldn't have an off hand for a second weapon.  Wouldn't she need the Close Quarters Firearms technique (Gun Kata) to use a pistol in melee?  Also she'd have to split her pool as well (not sure how that would work using both a firearm and a blade).
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kyoto kid

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« Reply #13 on: <11-03-15/0321:47> »
...OK so here's one possibility,

I swap out Improved Ability Pistols for one level of Combat Sense This leaves both of her base gun skill pools at 12 (14) which is still pretty decent (with the smart link and trodes in the ballistic mask she is 13 (15) with the Ruger).  I then add a Qi focus (force 2 bonded for 4 Karma) for an additional level of Combat Sense which will add 2 dice to defence tests (giving her a full defence pool of 19) and the ability to make a Perception test to notice a potential surprise situation. I then would add the Perceptive II quality (10 Karma) which increases her pool for perception tests to 12 (modified for visual perception by her contacts giving her a total of 14 dice to spot potential trouble).

Thoughts?

Wondering though, where her Danger Sense power comes into play in all this.
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Rift_0f_Bladz

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« Reply #14 on: <11-03-15/1045:06> »
Try a rebuild with A attributes, B Skills, C Adept, D Meta (human), E resources. Using karma to money and negatives to help buy back needed karma. It should help fill out your active skills better.

Generally having 3 maxed out attack options is bad. Have a primary and one back up. Dropping long arms can get you running(sprinting) 3(5) and acrobatics 3. Swimming is generally not needed.

Strength adds to base damage before net hits. Higher base damage help when dealing with high armor. While high body and will are good, actual boxes only show up at every odd number.
 
Sadly, you can't stack SecurityTec PPP Vitals with an armored jacket. You might get away with the forearm guards. If nothing else, they have higher capacity for mods.

Danger sense is generally crap, bonus to surprise test equal to rank. 1 rank of combat sense adds rank to defense pool and first lvl also grants free perception test before surprise test, pass that get +3 dice to surprise tests.

Enhanced Accuracy when using most blades is not need yet, even with pool of 17, especially with already using custum grip. Acc 9 is only going to be reliably hit around dice pool of 27ish.

 Critical Strike adds +1 to DV to what ever close skill group you pick, your case blades.

Improve ability is how you raise your perception skill by max rank equal to skill x .5. There is no enhanced perception ability for adepts.

Why did you also max out longarms, but not acrobatics? Use your group for something somewhat useful and possibly flavorful with a cowgirl, like outdoors group.

Vision mag is also needed.

Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.